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100 lines
3.9 KiB
C
100 lines
3.9 KiB
C
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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class CNavPath {
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public:
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CNavPath() { m_segmentCount = 0; }
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struct PathSegment
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{
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CNavArea *area; // the area along the path
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NavTraverseType how; // how to enter this area from the previous one
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Vector pos; // our movement goal position at this point in the path
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const CNavLadder *ladder; // if "how" refers to a ladder, this is it
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};
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const PathSegment *operator[](int i) { return (i >= 0 && i < m_segmentCount) ? &m_path[i] : NULL; }
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int GetSegmentCount() const { return m_segmentCount; }
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const Vector &GetEndpoint() const { return m_path[ m_segmentCount - 1 ].pos; }
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bool IsValid() const { return (m_segmentCount > 0); }
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void Invalidate() { m_segmentCount = 0; }
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public:
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enum { MAX_PATH_SEGMENTS = 256 };
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PathSegment m_path[ MAX_PATH_SEGMENTS ];
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int m_segmentCount;
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bool ComputePathPositions(); // determine actual path positions
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bool BuildTrivialPath(const Vector *start, const Vector *goal); // utility function for when start and goal are in the same area
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int FindNextOccludedNode(int anchor_); // used by Optimize()
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};
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// Monitor improv movement and determine if it becomes stuck
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class CStuckMonitor {
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public:
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bool IsStuck() const { return m_isStuck; }
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float GetDuration() const { return m_isStuck ? m_stuckTimer.GetElapsedTime() : 0.0f; }
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public:
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bool m_isStuck; // if true, we are stuck
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Vector m_stuckSpot; // the location where we became stuck
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IntervalTimer m_stuckTimer; // how long we have been stuck
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enum { MAX_VEL_SAMPLES = 5 };
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float m_avgVel[ MAX_VEL_SAMPLES ];
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int m_avgVelIndex;
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int m_avgVelCount;
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Vector m_lastCentroid;
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float m_lastTime;
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};
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// The CNavPathFollower class implements path following behavior
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class CNavPathFollower {
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public:
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void SetImprov(CImprov *improv) { m_improv = improv; }
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void SetPath(CNavPath *path) { m_path = path; }
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void Debug(bool status) { m_isDebug = status; } // turn debugging on/off
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public:
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int FindOurPositionOnPath(Vector *close, bool local) const; // return the closest point to our current position on current path
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int FindPathPoint(float aheadRange, Vector *point, int *prevIndex); // compute a point a fixed distance ahead along our path.
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CImprov *m_improv; // who is doing the path following
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CNavPath *m_path; // the path being followed
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int m_segmentIndex; // the point on the path the improv is moving towards
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int m_behindIndex; // index of the node on the path just behind us
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Vector m_goal; // last computed follow goal
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bool m_isLadderStarted;
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bool m_isDebug;
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CStuckMonitor m_stuckMonitor;
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};
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